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Merge branch 'master' of github.com:KayenEQ/Server
Conflicts: changelog.txt
This commit is contained in:
commit
9781af5696
@ -1,6 +1,5 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 12/13/2013 ==
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Kayen: Implemented additional functionality for SE_CurrentHP utilizing base2 values. (ie limit to body type)
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Kayen: Implemented SE_MitigateMeleeDamageSP (Partial Melee Rune that only is lowered if melee hits are over X amount of damage)
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@ -8,6 +7,11 @@ Kayen: Implemented SE_SpellOnAmtDmgTaken (Effect is triggered when X amount of d
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Kayen: Fix for various spell triggers/procs to now properly use their resist modifier.
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Kayen: Fix to mob->ModSkillDmgTaken(skill_num, value), setting value to -1 will now properly effect all skills.
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=======
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== 12/11/2013 ==
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demonstar55: Fixed issue with crippling blow from berserker frenzy not actually doing anything
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demonstar55: Fix haste caps
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== 12/04/2013 ==
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demonstar55: Fixed SpellType_Charm case in AICastSpell
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@ -371,6 +371,8 @@ RULE_INT ( Combat, ClientStunLevel, 55) //This is the level where client kicks a
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RULE_INT ( Combat, QuiverWRHasteDiv, 3) //Weight Reduction is divided by this to get haste contribution for quivers
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RULE_BOOL ( Combat, UseArcheryBonusRoll, false) //Make the 51+ archery bonus require an actual roll
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RULE_INT ( Combat, ArcheryBonusChance, 50)
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RULE_INT ( Combat, BerserkerFrenzyStart, 35)
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RULE_INT ( Combat, BerserkerFrenzyEnd, 45)
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RULE_CATEGORY_END()
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RULE_CATEGORY( NPC )
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@ -1173,7 +1173,7 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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if(weapon_damage > 0){
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//Berserker Berserk damage bonus
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if(berserk && GetClass() == BERSERKER){
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if(IsBerserk() && GetClass() == BERSERKER){
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int bonus = 3 + GetLevel()/10; //unverified
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weapon_damage = weapon_damage * (100+bonus) / 100;
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mlog(COMBAT__DAMAGE, "Berserker damage bonus increases DMG to %d", weapon_damage);
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@ -4157,19 +4157,15 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
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//Warning: Do not define these rules if you want live like critical hits.
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critChance += RuleI(Combat, MeleeBaseCritChance);
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if(IsClient())
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if (IsClient()) {
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critChance += RuleI(Combat, ClientBaseCritChance);
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bool IsBerserk = false;
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if(((GetClass() == WARRIOR || GetClass() == BERSERKER) && GetLevel() >= 12 && IsClient()))
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{
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if(CastToClient()->berserk){
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critChance += RuleI(Combat, BerserkBaseCritChance);
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IsBerserk = true;
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if ((GetClass() == WARRIOR || GetClass() == BERSERKER) && GetLevel() >= 12) {
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if (IsBerserk())
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critChance += RuleI(Combat, BerserkBaseCritChance);
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else
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critChance += RuleI(Combat, WarBerBaseCritChance);
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}
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else
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critChance += RuleI(Combat, WarBerBaseCritChance);
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}
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if(skill == SkillArchery && GetClass() == RANGER && GetSkill(SkillArchery) >= 65)
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@ -4209,10 +4205,11 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
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//Crippling Blow Chance: The percent value of the effect is applied
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//to the your Chance to Critical. (ie You have 10% chance to critical and you
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//have a 200% Chance to Critical Blow effect, therefore you have a 20% Chance to Critical Blow.
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if (CripplingBlowChance){
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critChance *= float(CripplingBlowChance)/100.0f;
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if (CripplingBlowChance || IsBerserk()) {
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if (!IsBerserk())
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critChance *= float(CripplingBlowChance)/100.0f;
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if(MakeRandomFloat(0, 1) < critChance){
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if (IsBerserk() || MakeRandomFloat(0, 1) < critChance) {
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critMod = 400;
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crip_success = true;
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}
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@ -4221,8 +4218,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
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critMod += GetCritDmgMob(skill) * 2; // To account for base crit mod being 200 not 100
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damage = damage * critMod / 100;
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if(IsBerserk || crip_success)
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{
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if (crip_success) {
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entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, CRIPPLING_BLOW, GetCleanName(), itoa(damage));
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// Crippling blows also have a chance to stun
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//Kayen: Crippling Blow would cause a chance to interrupt for npcs < 55, with a staggers message.
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@ -4230,10 +4226,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
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defender->Emote("staggers.");
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defender->Stun(0);
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}
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}
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else
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{
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} else {
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entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, CRITICAL_HIT, GetCleanName(), itoa(damage));
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}
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}
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@ -220,6 +220,7 @@ public:
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virtual bool HasGroup() { return (GetGroup() ? true : false); }
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virtual Raid* GetRaid() { return entity_list.GetRaidByClient(this); }
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virtual Group* GetGroup() { return entity_list.GetGroupByClient(this); }
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virtual inline bool IsBerserk() { return berserk; }
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void AI_Init();
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void AI_Start(uint32 iMoveDelay = 0);
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@ -1340,45 +1340,46 @@ int16 Client::CalcCHA() {
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}
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int Client::CalcHaste() {
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int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
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int h = spellbonuses.haste + spellbonuses.hastetype2;
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int cap = 0;
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int overhaste = 0;
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int level = GetLevel();
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/*
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if(disc_inuse == discBlindingSpeed) {
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if(!disc_elapse.Check(false)) {
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h += 20; //this ammount is completely unknown
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} else {
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disc_inuse = discNone;
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}
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} */
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if(level < 30) { // Rogean: Are these caps correct? Will use for now.
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cap = 50;
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} else if(level < 50) {
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cap = 74;
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} else if(level < 55) {
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cap = 84;
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} else if(level < 60) {
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cap = 94;
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} else {
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// 26+ no cap, 1-25 10
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if (level > 25) // 26+
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h += itembonuses.haste;
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else // 1-25
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h += itembonuses.haste > 10 ? 10 : itembonuses.haste;
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// 60+ 100, 51-59 85, 1-50 level+25
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if (level > 59) // 60+
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cap = RuleI(Character, HasteCap);
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}
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else if (level > 50) // 51-59
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cap = 85;
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else // 1-50
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cap = level + 25;
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cap = mod_client_haste_cap(cap);
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if(h > cap) h = cap;
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if (h > cap)
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h = cap;
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h += spellbonuses.hastetype3;
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// 51+ 25 (despite there being higher spells...), 1-50 10
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if (level > 50) // 51+
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overhaste = spellbonuses.hastetype3 > 25 ? 25 : spellbonuses.hastetype3;
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else // 1-50
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overhaste = spellbonuses.hastetype3 > 10 ? 10 : spellbonuses.hastetype3;
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h += overhaste;
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h += ExtraHaste; //GM granted haste.
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h = mod_client_haste(h);
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if (spellbonuses.inhibitmelee){
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if (spellbonuses.inhibitmelee) {
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if (h >= 0)
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h -= spellbonuses.inhibitmelee;
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else
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h -=((100+h)*spellbonuses.inhibitmelee/100);
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h -= ((100 + h) * spellbonuses.inhibitmelee / 100);
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}
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Haste = h;
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@ -464,13 +464,13 @@ bool Client::Process() {
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}
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if (GetClass() == WARRIOR || GetClass() == BERSERKER) {
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if(!dead && !berserk && this->GetHPRatio() < 30) {
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if (!dead && !IsBerserk() && GetHPRatio() < RuleI(Combat, BerserkerFrenzyStart)) {
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entity_list.MessageClose_StringID(this, false, 200, 0, BERSERK_START, GetName());
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this->berserk = true;
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berserk = true;
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}
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if (berserk && this->GetHPRatio() > 30) {
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if (IsBerserk() && GetHPRatio() > RuleI(Combat, BerserkerFrenzyEnd)) {
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entity_list.MessageClose_StringID(this, false, 200, 0, BERSERK_END, GetName());
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this->berserk = false;
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berserk = false;
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}
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}
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41
zone/mob.cpp
41
zone/mob.cpp
@ -2875,33 +2875,42 @@ uint32 Mob::GetZoneID() const {
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}
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int Mob::GetHaste() {
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int h = spellbonuses.haste + spellbonuses.hastetype2 + itembonuses.haste;
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int h = spellbonuses.haste + spellbonuses.hastetype2;
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int cap = 0;
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int overhaste = 0;
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int level = GetLevel();
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if(level < 30) { // Rogean: Are these caps correct? Will use for now.
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cap = 50;
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} else if(level < 50) {
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cap = 74;
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} else if(level < 55) {
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cap = 84;
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} else if(level < 60) {
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cap = 94;
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} else {
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// 26+ no cap, 1-25 10
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if (level > 25) // 26+
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h += itembonuses.haste;
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else // 1-25
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h += itembonuses.haste > 10 ? 10 : itembonuses.haste;
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// 60+ 100, 51-59 85, 1-50 level+25
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if (level > 59) // 60+
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cap = RuleI(Character, HasteCap);
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}
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else if (level > 50) // 51-59
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cap = 85;
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else // 1-50
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cap = level + 25;
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if(h > cap) h = cap;
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if(h > cap)
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h = cap;
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h += spellbonuses.hastetype3;
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// 51+ 25 (despite there being higher spells...), 1-50 10
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if (level > 50) // 51+
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overhaste = spellbonuses.hastetype3 > 25 ? 25 : spellbonuses.hastetype3;
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else // 1-50
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overhaste = spellbonuses.hastetype3 > 10 ? 10 : spellbonuses.hastetype3;
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h += overhaste;
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h += ExtraHaste; //GM granted haste.
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if (spellbonuses.inhibitmelee){
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if (spellbonuses.inhibitmelee) {
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if (h >= 0)
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h -= spellbonuses.inhibitmelee;
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else
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h -=((100+h)*spellbonuses.inhibitmelee/100);
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h -= ((100 + h) * spellbonuses.inhibitmelee / 100);
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}
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return(h);
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@ -126,6 +126,7 @@ public:
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void ApplyMeleeDamageBonus(uint16 skill, int32 &damage);
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virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttackOptions *opts = nullptr);
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bool CombatRange(Mob* other);
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virtual inline bool IsBerserk() { return false; } // only clients
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//Appearance
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void SendLevelAppearance();
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